Kryx RPGThemesCreatures
Flumph

Flumph

Small aberration
Challenge

STR
−2
DEX
2
CON
0
INT
2
WIS
2
CHA
0

7
2d6
14
Fort
+0
Ref
+1
Will
+3
Damage vulnerabilities psychic

Speed 1 m., fly 5 m.
Skills Arcana +4 (15), Divinity +4 (15), Insight +2 (13), Lore (civilization) +2 (13), Perception +2 (13)
Senses darkvision 10 m.
Languages understands Undercommon but can’t speak, telepathy 10 m.

Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 10 meters of it, and it can’t be surprised by creatures with any form of telepathy.

Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a Difficulty 10 Reflex saving throw, righting itself and ending the incapacitated condition if it succeeds.

Spellcasting. The flumph uses Arcana (Int) to cast spells (spell save Difficulty 12, +4 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

1 mana: dampen spell, detect magic, mana burn

Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions

Tendrils. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a Difficulty 10 Fortitude saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/long rest). Each creature in a 5-meter cone or line originating from the flumph must succeed on a Difficulty 10 Reflex saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 1 meter of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Underdarkmm

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.